Author Topic: What do you think of having books sharing the information instead?  (Read 7799 times)

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Would you think interesting having some important information about the game's richness being accessible only by in-game books that you can purchase or find?

Some examples of certain information being only accessible through in-game books includes:
- Books revealing where certain plants, animals or other resources linger about.
- Books revealing sites of interest and possible connected quests.
- Books revealing how certain things in game actually work, like smiting, alchemy, skinning etc.
- Books revealing information on that unique items or creatures that you've never heard before.

Or would you prefer having in game, from the very start, a huge library of information where you can access at any time? OR! Having this huge library of information being slowly written as you "read" books about endless subjects? When I say "read" I actually mean just using that item which will injecting data into this library of information, like a journal.

Maybe you prefer another approach? What say you?

[EDIT]
Sorry! I forgot to mention. Everything does change from game to game, well, whenever the player decides to generate a new world in which a numeric seed will be used to generate everything from scratch. This includes generating the planet itself (landscape),  items, quests, creatures etc.
« Last Edit: July 13, 2013, 05:26:32 PM by Endorya »
"You are never alone. Death is always near watching you."

Trystan

  • Rogueliker
  • ***
  • Posts: 164
  • Karma: +0/-0
    • View Profile
    • my blog
Re: What do you think of having books sharing the information instead?
« Reply #1 on: July 13, 2013, 04:42:46 PM »
Most of those things will be figured out eventually if enough people play it enough times. So it could be useful if those things are randomly generated each game or if it's a game that won't have long term players like a 7DRL. Or if it's optional backstory.

It's good not to be overwhelmed with info you can't use for a long time and it's good to figure some things out on your own. Other than that - I don't have strong opinions on that either way.

ExtremoPenguin

  • Newcomer
  • Posts: 19
  • Karma: +0/-0
    • View Profile
    • Entropy Interactive
Re: What do you think of having books sharing the information instead?
« Reply #2 on: July 13, 2013, 04:45:33 PM »
I support this. There are some games that already use this mechanism to provide tutorial like information. I would recommend that after reading a book, the information gets put in a centralized journal so that it is more accessible. Things like fighting a monster can add information to your journal, but if you find a book about that creature, you can find out its strengths and weaknesses before fighting it.

zasvid

  • Rogueliker
  • ***
  • Posts: 58
  • Karma: +0/-0
    • View Profile
Re: What do you think of having books sharing the information instead?
« Reply #3 on: July 13, 2013, 04:59:32 PM »
Some examples of certain information being only accessible through in-game books includes:
- Books revealing where certain plants, animals or other resources linger about.
- Books revealing sites of interest and possible connected quests.
- Books revealing how certain things in game actually work, like smiting, alchemy, skinning etc.
- Books revealing information on that unique items or creatures that you've never heard before.

I am of the opinion that this would only work well for things that change from game to game (or aren't obtainable without reading the book first). Otherwise it would lead to players bypassing the need to gain knowledge from books by seeking spoilers (if your roguelike attracts attention of people who would produce those) or writing things down for subsequent games (and I despise having to write things down - after all, that's what computers are great at doing automatically).

Quote
Or would you prefer having in game, from the very start, a huge library of information where you can access at any time? OR! Having this huge library of information being slowly written as you "read" books about endless subjects? When I say "read" I actually mean just using that item which will injecting data into this library of information, like a journal.

A library of knowledge about the game building up sounds good either way. If the exact contents of the knowledge base change from game to game, then obviously that's something that should happen (because I wouldn't want to have to keep track of this information myself as a player), but if they don't, it's I think a pretty nice way to not have a huge infodump at the beginning that might put the player off. However, in that case, the library should be saved between games, because it's the player's knowledge, not the characters'.

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Re: What do you think of having books sharing the information instead?
« Reply #4 on: July 13, 2013, 05:28:55 PM »
Thank you guys. I've updated the opening post (my bad)! But yeah, I'm with you all. I think that having a library of information being built as the player uncovers stuff around is the way to go.
"You are never alone. Death is always near watching you."

miki151

  • Rogueliker
  • ***
  • Posts: 264
  • Karma: +0/-0
    • View Profile
Re: What do you think of having books sharing the information instead?
« Reply #5 on: July 13, 2013, 07:17:30 PM »
Cool idea. NPCs could also share some knowledge with you about local creatures and plants, not without a little payment or small quest, and very often exaggerating of course  :D
KeeperRL, Dungeon Keeper in roguelike style:
http://keeperrl.com

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Re: What do you think of having books sharing the information instead?
« Reply #6 on: July 13, 2013, 09:09:14 PM »
Cool idea. NPCs could also share some knowledge with you about local creatures and plants, not without a little payment or small quest, and very often exaggerating of course  :D
Yeah I actually have that planned :D
"You are never alone. Death is always near watching you."

miki151

  • Rogueliker
  • ***
  • Posts: 264
  • Karma: +0/-0
    • View Profile
Re: What do you think of having books sharing the information instead?
« Reply #7 on: July 13, 2013, 09:37:44 PM »
I've thought about randomizing creatures, but haven't got to any good conclusions. If you have any ideas (other than randomizing attributes, and adding extra heads), please share.
KeeperRL, Dungeon Keeper in roguelike style:
http://keeperrl.com

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Re: What do you think of having books sharing the information instead?
« Reply #8 on: July 13, 2013, 09:48:40 PM »
I've thought about randomizing creatures, but haven't got to any good conclusions. If you have any ideas (other than randomizing attributes, and adding extra heads), please share.

I plan to do it this way:
First I begin to classify the creature type, like if it is a humanoid, insect, bird, feline, aquatic etc... than I will use their related body parts (legs, torax, wing, claws, jaws, head, abdomen, tail etc....) to assemble the creature. Then I will define its size, diet and habitat. After this I will build a name for it depending of all these "ingredients".

For example I can have a giant lizard generated with the following names:
"Forest White Apricus"
"Desert Fire Apricus"
"Two tail sea Apricus"
"Swamp Apricus"
"Ancient Apricus"
"Desert acid-spitting Apricus"

Well, this is all in theory :D

Hmmm.. I could do it the other way, like first getting the biome and then work my way up. Interesting... I just go these ideas. I'm going to note them down...

[EDIT]
I forgot to mention how I plan to add attributes to creatures. They will be added having mainly their size into account to change Strength and Endurance and other things like creature type, diet and habitat to control their other attributes. For instance a carnivorous creature will most likely be aggressive and deal more damage in combat. The habbitat can control a creature's protection attributes like if a creature is from the desert it might have additional protection against fire.

Damn this will be one huge function to make. Can't wait!

 
« Last Edit: July 13, 2013, 09:59:41 PM by Endorya »
"You are never alone. Death is always near watching you."

requerent

  • Rogueliker
  • ***
  • Posts: 355
  • Karma: +0/-0
    • View Profile
Re: What do you think of having books sharing the information instead?
« Reply #9 on: July 13, 2013, 10:20:21 PM »
Yea- you need to ensure that books are providing a unique function each game. If a book identifies a certain class of equipment, unlocks an ability, or provides POIs or directions to new areas, or outlines what sort of dangers you'll expect to find in particular areas, then it has a practical utility.

If it's just information on the meta-game, that shouldn't be in the game-- but a part of the tutorial/wiki.

guest509

  • Guest
Re: What do you think of having books sharing the information instead?
« Reply #10 on: July 14, 2013, 04:44:42 AM »
I like it.

I also like having wise old people scattered about giving you hints.

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Re: What do you think of having books sharing the information instead?
« Reply #11 on: July 14, 2013, 09:06:37 AM »
It seems I finally found the right place to talk about my game's functionality. I've should have come here earlier  >:(  ;)
"You are never alone. Death is always near watching you."

Sandblaster

  • Newcomer
  • Posts: 7
  • Karma: +0/-0
    • View Profile
Re: What do you think of having books sharing the information instead?
« Reply #12 on: July 17, 2013, 09:02:41 PM »
I think this is a great idea.  One game that had a similar system I really liked was Final Fantasy 12.  When you killed a monster its backstory and lore would be added to a journal in your menu.  If you killed a certain number of them, it would add a second page with more lore about the area in which the monster lived, a type of item or equipment it dropped, or a myth that might give clues about the ingredients to craft a rare item.

I definitely think the library should be saved in-between characters - that way, it provides a meta-advancement for the player.  If you take a long break from the game and come back, the library gives you a way to quickly remember what stuff you've discovered.